* 'Active' on TimeLine header needs to show choices ALL KeyingSets available (Builtins + Scene-Absolutes), not just the ones in Scene ("Absolute Paths")
* The active KeyingSet setting is needed/used-by for both of these.
eg:
row.prop_search_self(scene, "active", "keying_sets", text="")
...becomes
row.prop_search(scene.keying_sets, "active", scene, "keying_sets", text="")
This is more flexible since it works for other UI functions too.
eg:
bpy.context.StringProperty(attr='myprop'); del bpy.context.myprop
- made rna StringProperty/PointerProperty & similar into class methods.
- file selector hide option was inverted
scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)
layout.prop_object() --> prop_search().
The internal name is uiItemPointerR, in python this can translate into into an Object, however this is misleading.
It can be confused with a blender Object and uiItemPointerR can also be used for strings.
changed some rna names to be more consistant
- use_texture -> use_image, since it sets if 'image' is used.
- use_map_color_diff -> use_map_color_diffuse since diffuse is used elsewhere in the same type.
Changed some names when applying.
- render was use_render, changed to show_viewport so call it show_render
- texface shadow was use_shadow_face, changed to use_shadow_cast since this only affects casting.
- transp was alpha_mode, changed to blend_type since its similar to other overlay blending where this property name is used.
An example of how this is useful - an importer mixin could define the filepath properties and a generic invoke function which can run the subclasses exec for each selected file.
- Panels and Menus now skip the property check when registering.
- renamed _idproperties_ to _idprops_ in function names, function names were getting very long.
- any numnber of attributes are supported for renaming, eg: modifiers["Foo.Bar"].prop.bar
- the path is resolved in blender so each attribute is type checked against the naming list.
- inherited properties are supported by recursively checking parent classes names aganst the name list.
- fcurves and drivers are currently supported.